Search found 54 matches
- Thu Mar 19, 2009 5:16 pm
- Forum: Other Game Design
- Topic: Lithovores vs. Autotrophes
- Replies: 16
- Views: 3942
Re: Lithovores vs. Autotrophes
I agree lithovores and autotrophs should be distinct. Also, if organisms of a race feed on sunlight, they should be called phototrophs. Autotrophs make their own food, so they might make it from other sources.
- Mon Mar 16, 2009 10:43 pm
- Forum: Support
- Topic: Plugin_CgProgramManager needed?
- Replies: 10
- Views: 2004
Re: Plugin_CgProgramManager needed?
AFAICT, Cg is hardware-agnostic. Almost all of the Ogre demos use Cg, and it seems hard to imagine that they would use that if only NVidia cards could run the demos. I agree. I have an ATI card, get the same segfault when running FO, and have successfully compiled Ogre with Cg and all Ogre demos wo...
- Sun Mar 15, 2009 6:00 pm
- Forum: Support
- Topic: Segfault on running FreeOrion in linux
- Replies: 23
- Views: 3287
Re: Segfault on running FreeOrion in linux
Having the same issue, I cannot but agree with you.kroddn wrote:For me the question should be: how can we have FreeOrion run on more platforms - currently, the limitation to nvidia chipsets seems not to be a good way.
- Wed Mar 04, 2009 1:07 am
- Forum: Support
- Topic: libGiGiOgre segmentation fault
- Replies: 8
- Views: 1820
Re: libGiGiOgre segmentation fault
If I could reach it... the segfault happens as I launch the applications. I can only see the window and the black background, then it crashes.Try also turn off glow in combat options menu
- Tue Mar 03, 2009 9:40 pm
- Forum: Support
- Topic: libGiGiOgre segmentation fault
- Replies: 8
- Views: 1820
libGiGiOgre segmentation fault
As requested by kroddn, I am creating this topic to discuss the segmentation fault I get every time I run FO. The discussion started here: http://www.freeorion.org/forum/viewtopic.php?f=24&t=2466&st=0&sk=t&sd=a&start=15 . I tried running the OGRE samples and applied a patch ( htt...
- Wed Feb 25, 2009 3:56 am
- Forum: Graphics
- Topic: 0.4 combat UI
- Replies: 84
- Views: 32418
Re: 0.4 combat UI
The design seem really nice and easy to understand.
However I noticed a certain resemblance to the bars in Dark Orbit... anyone?
However I noticed a certain resemblance to the bars in Dark Orbit... anyone?
- Sat Feb 14, 2009 7:26 am
- Forum: Compile
- Topic: ogre problem when building
- Replies: 48
- Views: 13141
Re: ogre problem when building
With gdb I managed to get till chmain.cpp:145 app() before keyboard and mouse were hooked up. At that point there was no segfault, but I couldn't do anything useful. :? Edit (15 feb 2009): freeorion.log only prints 2009-02-15 19:39:10,020 DEBUG Client : OpenAL initialized. Version 1.1Renderer OpenAL...
- Sat Feb 14, 2009 7:01 am
- Forum: Compile
- Topic: ogre problem when building
- Replies: 48
- Views: 13141
Re: ogre problem when building
In last revision 2814 I can turn off fullscreen mode from Options(via custom mode) or comment it in config.xml cause FO run in window mode, but I can't leave FO window. Problem with debugging is that when segfault occurs debugger switch to gdb console. But mouse and keyboard can't leave FO window a...
- Sat Feb 14, 2009 6:35 am
- Forum: Compile
- Topic: ogre problem when building
- Replies: 48
- Views: 13141
Re: ogre problem when building
I was getting the segfault and the weird keyboard/mouse problems even before compiling both GG and FO in debug mode.
- Sat Feb 14, 2009 6:26 am
- Forum: Programming
- Topic: DoubleToString
- Replies: 36
- Views: 5953
Re: DoubleToString
Looking at your power-of-ten selection, it looks like you're not considering the number of digits requested. Would your code properly handle the case of val = 12345 with 5 digits? The result should be "12345" and not "12.345k". Good observation. 12345 is displayed as 12.345k bec...
- Sat Feb 14, 2009 5:06 am
- Forum: Compile
- Topic: ogre problem when building
- Replies: 48
- Views: 13141
Re: ogre problem when building
I think it is ATI drivers which cause this problems. You may try newer or open source ATI drivers, but segfault can be traced by debugging. Howto is in wiki compile linux howto. You may also try some OGRE examples to test if are working. I'm using the ATI fglrx driver 8.12. Other applications that ...
- Fri Feb 13, 2009 9:19 pm
- Forum: Compile
- Topic: ogre problem when building
- Replies: 48
- Views: 13141
Re: ogre problem when building
thank you!
I recompiled everything but I'm still getting a segmentation fault!
I recompiled everything but I'm still getting a segmentation fault!
- Fri Feb 13, 2009 9:14 pm
- Forum: Other Game Design
- Topic: The Orion Gazette
- Replies: 11
- Views: 2041
Re: The Orion Gazette
good point! I forgot about GNN!yaromir wrote:Well, did we like GNN, no matter how cheesy or repetitive.
I, for one, looked forward to GNN reports.
- Fri Feb 13, 2009 5:23 am
- Forum: Compile
- Topic: ogre problem when building
- Replies: 48
- Views: 13141
Re: ogre problem when building
I installed boost 1.38, which created a boost folder in /usr/local/include/boost-1_38 with the headers and created a number of libraries in /usr/local/lib. Now, however, I'm having issues with `scons configure`. The best I can do is specify boost's include and libdir, and that gets me this far: $ sc...
- Fri Feb 13, 2009 1:41 am
- Forum: Compile
- Topic: ogre problem when building
- Replies: 48
- Views: 13141
Re: ogre problem when building
Didn't work.tzlaine wrote:You probably need to copy the Ogre .so's listed in ogre_plugins.cfg from /usr/local/lib/OGRE to your working dir.
I'll give it a try.loonycyborg wrote:I was getting a segfault at startup which was fixed by upgrading to boost 1.38